(un)reason
Legend
Dragon Magazine Issue 205: May 1994
part 1/6
128 pages. Elminster shows off his stuff on the cover of this issue, while Strahd broods toweringly on the next page. How very iconic. You can bet they'll be making contributions inside as well. The theme is nothing to do with that, however. It's wilderness time again! Trompy tromp tromp. Watch out for that weather, it can be a killer in it's own right.
In this issue:
Letters: A letter praising the african articles, and wondering if they'll do any on other cultures as well. You, good sir, are in luck. Plenty of that to come, including some this issue.
A letter complaining that they don't want to double dip pay for african stuff if it's going to be collected in a book later. Well it isn't, so there.
Keep buying the magazine.
A letter from a teacher trying to improve roleplaying's image and make people realise it's value in education. Good luck with that.
A bemused question about why subscriptions are handled in a different state to the rest of the company. The ways of accountancy are strange and arcane. Like sourcing food from abroad, it can be cheaper to use a bank in a completely different state, despite this seeming counterintuitive.
A letter from someone who found their infant was hypnotised by issue 200's hologram cover. Hmm. They'll be approaching 17 now. Perfect age to find being reminded of that really embarrassing. I am tempted to see if they're on facebook.
Editorial: Our art director takes the editorial this month, with Kim continuing to be disinterested in day-to day communications, and Dale unexpectedly busy with life crap. This is another of those ones that points out just how many people sending in submissions they have, and what you need to do if you want to be published. Of course, for art, we're looking at a slightly different set of criteria to writing. The biggest one, which may be a bit of a surprise, is that it's not what you're best at that'll get you the job, it's making sure you don't have any obvious technical faults that'll persistently bug people. (I suspect this is a view not shared by his successor, given the way 3e steps away from 2e's realism for a more stylised, aggressive form of artwork) Similarly, ability to make stuff that's appropriate to the articles and complements them will get you regular repeat work, while a talented but self-centered auteur should seek financial renumeration elsewhere. It's not the best that rise to the top, but the most able to network and play the system, and there's a lot of competition. Thanks for that somewhat depressing reminder.
Wraith drills in the fact that it's about people who died, but have reasons to stick around. That's a pretty strong motivator, isn't it. Careful now, don't wanna hit too close to home, otherwise people'll be uncomfortable playing it.
First quest: Karen Boomgarden is our writer this month. Unlike Jim & Roger, she's not one we've had much direct communication from before. The only one I can find is in issue 195, where she made a bit of a gaff while trying to promote For Faerie, Queen and Country. And like Roger, it seems that her early gaming experiences were more than a little silly. (and quite possibly still are) So this is a runtthrough of not just her first, but a whole bunch of the more memorable experiences in her gaming career. In the process, she has learned how to make her characters survive a little longer, just how differently people will approach the same problem, and when to duck and cover to avoid explosions.
Reasonably good fun, this is another illustration of what TSR's office culture and approach to gaming is like at the moment. Do not be surprised if there are monty python quotes.
Oh for the love of. Ahh yes, one of TSR's goofier products during their last few years. Interactive audio CD's. Including First quest, the mimir, and those dreadfully forgettable soundtracks for red steel. Almost as pointless as multiple holographic covers for comics. I do not approve.
The people: Another dozen page special feature! Yup, they are definitely doing more of these this year. Having done africa last year, David Howery turns his sights on the native american setup. This is a little tricky to research due to the lack of written records, and the fact that we were destroying their original cultures pretty much as we discovered them. Still, there's more than enough to fill a magazine article. As with many milieus, it's what you leave out that's more important than what you put in, and you need to do some pretty extensive pruning to make this work. Actually, there seems to be more removed than added, which is slightly uncomfortable to me, but what can you do. There's plenty of useful stuff here, but it does feel slightly like diminishing returns compared to the african article. Still, let's have a good look at the new kits.
Eastern woodland warriors are great at stealth in their native terrain, for no particular penalty other than optimisation. They're also scary archers. One of these would definitely shape the party's combat tactics in an interesting way.
Great plains warriors are another one of those kits that gets special benefits on their horse, but then has to deal with the hassle of bringing a horse everywhere. It's not quite as big a deal as an elephant, but you aren't taking it in most dungeons. This also shows the bias towards invaders already being present. Horses were not an indigenous animal of the americas for quite some time.
Southwest desert warriors are also excellent at hiding within their natural terrain, and highly unpopular outside it. They'll never be the face for a party, but at least they're closer to balanced than the east coasters.
Shamen are pretty much as you'd expect. Esa good. E's are good. He's Ebenezer Goode. They're good with nature spells, and can summon animals to make sure the tribe doesn't starve.
Mystery Men are the sole wizard archetype, distrusted but tolerated, like wizards in many places. They have no real penalties apart from lack of formal tuition, and their social benefits won't be particularly relevant as adventurers. All pretty meh really.
Tribal Scouts also show how the conventional D&D class system is a bit of a shoehorn here. Since so many of their skills won't be commonly used, they get to ignore the usual limits on hyperspecialising. This means they're invaluable at low level, but may struggle at higher level, unless you allow them to pick up optional thief skills like the Dark Sun ones.
Plenty of magic items too. Snake belts let you turn into a rattlesnake. As usual, I have to hope the DM will give you full poison privileges and not nerf you.
Calling stones are another item that seems pointless to an adventurer, but invaluable for a community. Hopefully they'll just give it up after retrieving it, thus saving the poor beleaguered tribe from starvation.
Medicine fire is a shamanic bundle that gives you a whole bunch of fire based blasty spells and protection. It may be the most common attack type, but it'll still impress the average native.
Tribal lances only work for members of the tribe, and terrify the people fighting them. The kind of thing that'll really annoy players when they find they can't profit from it later.
Pipe tomohawks are implements of war and peace, forcing honesty at pow wows from all who smoke it. Yeah, I can see that being responsible for more than a few wars.
Bison skull totems boost all the villagers around when properly mounted, plus giving their shaman a bunch of fairly wide-ranging nature spells. They're another one you probably won't be able to loot as well, making players all the more keen to hunt down every last one of them if they're on the other side.
On top of that, there's the idea of minor magical items that only work for the intended person, possibly handed down through family lines. You see them pop up all over the world, but without commerce, they're particularly common here. As before, the whole thing doesn't seem quite as gameable as the African setup, but it's certainly not terrible. The crunch definitely needed a second editorial pass though.
part 1/6
128 pages. Elminster shows off his stuff on the cover of this issue, while Strahd broods toweringly on the next page. How very iconic. You can bet they'll be making contributions inside as well. The theme is nothing to do with that, however. It's wilderness time again! Trompy tromp tromp. Watch out for that weather, it can be a killer in it's own right.
In this issue:
Letters: A letter praising the african articles, and wondering if they'll do any on other cultures as well. You, good sir, are in luck. Plenty of that to come, including some this issue.
A letter complaining that they don't want to double dip pay for african stuff if it's going to be collected in a book later. Well it isn't, so there.

A letter from a teacher trying to improve roleplaying's image and make people realise it's value in education. Good luck with that.
A bemused question about why subscriptions are handled in a different state to the rest of the company. The ways of accountancy are strange and arcane. Like sourcing food from abroad, it can be cheaper to use a bank in a completely different state, despite this seeming counterintuitive.
A letter from someone who found their infant was hypnotised by issue 200's hologram cover. Hmm. They'll be approaching 17 now. Perfect age to find being reminded of that really embarrassing. I am tempted to see if they're on facebook.
Editorial: Our art director takes the editorial this month, with Kim continuing to be disinterested in day-to day communications, and Dale unexpectedly busy with life crap. This is another of those ones that points out just how many people sending in submissions they have, and what you need to do if you want to be published. Of course, for art, we're looking at a slightly different set of criteria to writing. The biggest one, which may be a bit of a surprise, is that it's not what you're best at that'll get you the job, it's making sure you don't have any obvious technical faults that'll persistently bug people. (I suspect this is a view not shared by his successor, given the way 3e steps away from 2e's realism for a more stylised, aggressive form of artwork) Similarly, ability to make stuff that's appropriate to the articles and complements them will get you regular repeat work, while a talented but self-centered auteur should seek financial renumeration elsewhere. It's not the best that rise to the top, but the most able to network and play the system, and there's a lot of competition. Thanks for that somewhat depressing reminder.
Wraith drills in the fact that it's about people who died, but have reasons to stick around. That's a pretty strong motivator, isn't it. Careful now, don't wanna hit too close to home, otherwise people'll be uncomfortable playing it.
First quest: Karen Boomgarden is our writer this month. Unlike Jim & Roger, she's not one we've had much direct communication from before. The only one I can find is in issue 195, where she made a bit of a gaff while trying to promote For Faerie, Queen and Country. And like Roger, it seems that her early gaming experiences were more than a little silly. (and quite possibly still are) So this is a runtthrough of not just her first, but a whole bunch of the more memorable experiences in her gaming career. In the process, she has learned how to make her characters survive a little longer, just how differently people will approach the same problem, and when to duck and cover to avoid explosions.

Oh for the love of. Ahh yes, one of TSR's goofier products during their last few years. Interactive audio CD's. Including First quest, the mimir, and those dreadfully forgettable soundtracks for red steel. Almost as pointless as multiple holographic covers for comics. I do not approve.
The people: Another dozen page special feature! Yup, they are definitely doing more of these this year. Having done africa last year, David Howery turns his sights on the native american setup. This is a little tricky to research due to the lack of written records, and the fact that we were destroying their original cultures pretty much as we discovered them. Still, there's more than enough to fill a magazine article. As with many milieus, it's what you leave out that's more important than what you put in, and you need to do some pretty extensive pruning to make this work. Actually, there seems to be more removed than added, which is slightly uncomfortable to me, but what can you do. There's plenty of useful stuff here, but it does feel slightly like diminishing returns compared to the african article. Still, let's have a good look at the new kits.
Eastern woodland warriors are great at stealth in their native terrain, for no particular penalty other than optimisation. They're also scary archers. One of these would definitely shape the party's combat tactics in an interesting way.
Great plains warriors are another one of those kits that gets special benefits on their horse, but then has to deal with the hassle of bringing a horse everywhere. It's not quite as big a deal as an elephant, but you aren't taking it in most dungeons. This also shows the bias towards invaders already being present. Horses were not an indigenous animal of the americas for quite some time.
Southwest desert warriors are also excellent at hiding within their natural terrain, and highly unpopular outside it. They'll never be the face for a party, but at least they're closer to balanced than the east coasters.
Shamen are pretty much as you'd expect. Esa good. E's are good. He's Ebenezer Goode. They're good with nature spells, and can summon animals to make sure the tribe doesn't starve.
Mystery Men are the sole wizard archetype, distrusted but tolerated, like wizards in many places. They have no real penalties apart from lack of formal tuition, and their social benefits won't be particularly relevant as adventurers. All pretty meh really.
Tribal Scouts also show how the conventional D&D class system is a bit of a shoehorn here. Since so many of their skills won't be commonly used, they get to ignore the usual limits on hyperspecialising. This means they're invaluable at low level, but may struggle at higher level, unless you allow them to pick up optional thief skills like the Dark Sun ones.
Plenty of magic items too. Snake belts let you turn into a rattlesnake. As usual, I have to hope the DM will give you full poison privileges and not nerf you.
Calling stones are another item that seems pointless to an adventurer, but invaluable for a community. Hopefully they'll just give it up after retrieving it, thus saving the poor beleaguered tribe from starvation.
Medicine fire is a shamanic bundle that gives you a whole bunch of fire based blasty spells and protection. It may be the most common attack type, but it'll still impress the average native.
Tribal lances only work for members of the tribe, and terrify the people fighting them. The kind of thing that'll really annoy players when they find they can't profit from it later.
Pipe tomohawks are implements of war and peace, forcing honesty at pow wows from all who smoke it. Yeah, I can see that being responsible for more than a few wars.

Bison skull totems boost all the villagers around when properly mounted, plus giving their shaman a bunch of fairly wide-ranging nature spells. They're another one you probably won't be able to loot as well, making players all the more keen to hunt down every last one of them if they're on the other side.
On top of that, there's the idea of minor magical items that only work for the intended person, possibly handed down through family lines. You see them pop up all over the world, but without commerce, they're particularly common here. As before, the whole thing doesn't seem quite as gameable as the African setup, but it's certainly not terrible. The crunch definitely needed a second editorial pass though.